precision highp float;

uniform sampler2D u_inputTex;

varying vec2 v_uv;


void main () {
    vec4 color = texture2D(u_inputTex, v_uv);
    vec2 alpha = smoothstep(vec2(0.0), vec2(0.05), v_uv) * smoothstep(vec2(1.0), vec2(0.95), v_uv);
    gl_FragColor = color * (alpha.x * alpha.y);
}
